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DF Modding / ITEMCORPSE: multiples?
« on: March 02, 2008, 03:36:00 pm »DF Modding / minor_metal
« on: March 02, 2008, 03:28:00 am »2) Is the list of minor metals hardcode or can it be changed? Didn't see any particularly obvious tokens in matgloss_metal.
DF Modding / Re: New Megabeast
« on: March 19, 2008, 03:27:00 pm »I think the first megabeast entry is the dragon, comes in line after the demons, but don't quote me on that.
DF Modding / Re: creature_fanciful
« on: March 01, 2008, 07:49:00 pm »DF Modding / Re: creature_fanciful
« on: March 01, 2008, 07:22:00 pm »DF Modding / creature_fanciful
« on: March 01, 2008, 07:08:00 pm »DF Modding / Re: civ trading
« on: March 18, 2008, 01:06:00 pm »Remove all [ACTIVE_SEASON] tokens an entity has.
For ENTITY_GROUPING:FRIENDLY entities, ACTIVE_SEASON is when they'll trade.
For NUISANCE and EVIL entities, it's when they'll attack (all 4 are on by default for kobolds and goblins).
DF Modding / Civs don't need religion
« on: March 01, 2008, 01:22:00 am »DF Modding / Re: New Siegers & Babysnatchers
« on: March 17, 2008, 01:03:00 am »So I think, Lyrax - and this is going off other things I've read on the board here - if you place a fort and it is within range of more than on EVIL or NUISANCE entity, it will pick one at random to make contact. If your fort is near goblins, and giants, and minotaurs, and each of those entities has ENTITY_GROUPING:EVIL, then you should only deal with one of those.
This is not from personal experience, however, so doing some testing and then editing the wiki with the results could be useful.
Download and unpack a fresh copy of the latest DF version, put it in something like DF_WORKING or some other folder where it's obvious it's a test-bed install. And then do the following to /raw/objects/entity_default.txt :
* Cut and paste a copy of the goblin entry to the very bottom of the file, below the kobolds
* change the CREATURE token to whatever you want (minotaur, giant, etc)
* remove all of the WEAPON, ARMOR, et cetera tokens at the beginning of the entry -- entities don't need any of them to spawn, and it will slim the amount of text you're looking at down to a managable level
* set their START_BIOME to ANY_WETLAND -- this should stop them from taking over land that would otherwise be occupied, and give them a better chance of making it to 1050.
* give them the token ADVENTUER_TIER:4 -- it can be anywhere in the entry, just make sure it's enclosed in square brackets like the others. This will let you start them as an adventurer, which can help to see where their settlements are (and see if they're making them at all)
* save the file
Now, generate a world and see what happens. Make sure to check errorlog.txt in the base directory (it will often generate as soon as you start the game if something is wrong) for issues. If the world generates fine, check them out in Adventure and see if they have settlements. If so, build a fort near one and play for a couple of game-years to see what happens. I'd suggest not making too many defenses, since you want to entice them to come up and interact. There should be something on the current page of posts, or maybe the next, about progress tokens.. I think you can change those to make them show up sooner, rather than having to wait til the second year or more.
DF Modding / Re: New Siegers & Babysnatchers
« on: March 15, 2008, 11:34:00 pm »Basically, you'd need to make a minotaur, giant, et cetera civ, one for each creature (you can't properly mix creatures within a civ). And then they'd need to be NUISANCE or EVIL, or be BENIGN and you'd need some way to piss them off, and your fort civ can only know 1 of each of those (and possibly unlimited BENIGN; dwarf, human, elf, etc), so you can't have, say, goblins AND kobolds AND minotaurs all in contact.
I don't think you can do what you're thinking of, but give more details and we might be able to come up with something close.
[ March 16, 2008: Message edited by: nunix ]
DF Modding / Skill token?
« on: March 15, 2008, 05:54:00 pm »DF Modding / Re: Edible?
« on: March 15, 2008, 05:59:00 pm »DF Modding / Re: Edible?
« on: March 13, 2008, 10:59:00 pm »Nothing can "drop" skin or meat; they're a byproduct of butchering.
Your dwarves would need to be set to (O)rders / refuse / gather refuse outside, probably, to bring the corpses to a stockpile to trigger a butcher job.
If they're STANDARD_FLESH, and do not have BUTCHERABLE_NONSTANDARD or NOT_BUTCHERABLE and, the corpse is on a stockpile, and it still can't be butchered.. the next thing to try would be to add PET or PET_EXOTIC. Only thing I can think of.
DF Modding / Re: Bone armour useable in adventure mode?
« on: March 13, 2008, 01:40:00 pm »However, bone showing up as rope reed is weird. Bug-report it, I'd say, cos your entries look fine.